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Note: Protoman is built as a PC using the android race from 2099 Wasteland, a plasma cannon made via the custom-weapons system inside of that book, and given Hyper Score from Hypercorps 2099 5E.As usual a reduced statblock appears at the bottom of the post.

Saving Throws Dex +10, Int +10Skills Acrobatics +12, Athletics +12, Perception +6, Survival +6, Technology +6Damage Vulnerabilities lightningDamage Resistances poison, psychicCondition Immunities charmed, deafened, frightened, poisoned, radiation, stunnedSenses darkvision 60 ft., passive Perception 16Languages Binary, CommonChallenge 11 (7,200 XP)Background (Lab Experiment): Apathetic World. When creatures attempt to locate Protoman’s position in a settlement they do so with disadvantage and while hiding in common thoroughfares and other similarly populated public places, Protoman has advantage on Stealth checks.Action Surge (1/short rest). On his turn, Protoman can take an additional action on top of his regular action and a possible bonus action.Automated. Protoman does not need to eat or breathe. He still need to drink and he requires a resting period that emulates sleep in order to recharge his inner workings.Built-In Geiger Counter. Protoman has a built-in geiger counter. Suppressing its tick is a bonus action.Cunning Action. Protoman can take a bonus action on each of his turns in combat to take the Dash, Disengage, or Hide action, to make a Dexterity (Sleight of Hand) check, use his thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.Feat: Mobile. When Protoman uses the Dash action, difficult terrain doesn’t cost him extra movement on that turn. When he makes a melee attack against a creature, he doesn’t provoke opportunity attacks from that creature for the rest of the turn, whether he hits or not.Fighting Style: Defense. Protoman gains a +2 bonus to attack rolls he makes with ranged weapons.

Hypernaut Power: Variable Weapon System. Protoman may copy the weapon schematics of defeated constructs and androids, able to utilize a copied feature 6 times before running out of charges (for copied attacks, these are 1 round increments). To copy a defeated enemy’s weapon schematics, Protoman must spend an action and succeed on a DC 12 Hyper check (he has a +2 bonus). He may store up to 4 different copied features at a time, each with its own set of charges. Switching between weapons is a bonus action. Protoman regains expended charges after completing a long rest. Below are some examples of copied weapons (as a rule of thumb, a copied weapon should deal 1d6 per point of proficiency bonus for energy plus a condition effect, 1d8 per point of proficiency bonus for energy, or 2d6 per point of proficiency bonus for weapon damage):

Cutting Blades. As an action, Protoman makes one ranged weapon attack (+9) against a target within 200 feet. On a successful hit, the target takes 49 (12d6+7) slashing damage.

Flame Blast. As an action, Protoman makes one ranged weapon attack (+9) against a target within 200 feet. On a successful hit, the target takes 34 (6d8+7) fire damage.

Ice Blast. As an action, Protoman makes one ranged weapon attack (+9) against a target within 200 feet. On a successful hit, the target takes 28 (6d6+7) cold damage and makes a DC 18 Constitution saving throw or is stunned for 1 round.

Leaf Shield. As a reaction, Protoman can create a shield of leaves that encircle him. These leaves have 12 hit points and any damage he would take before the end of his next turn is subtracted first from this pool of hit points.

Strong Throw. As an action, Protoman rips out a huge chunk of rock from the ground and makes one ranged weapon attack (+9) against a target within 100 feet. On a successful hit, the target takes 49 (12d6+7) bludgeoning damage.

Tornado Slide. As an action, Protoman moves his Speed. During this movement Protoman is able to travel through the squares of creatures as if they were not difficult terrain and he does not provoke opportunity attacks. Any creature in a square he travels through must make a DC 18 Strength saving throw. On a failure, a target takes 21 (6d6) bludgeoning damage and is flung up 20 feet away in a random direction and is knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or takes the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.

Hyper Feat: Cybertech. Protoman has advantage on Strength checks using his arms and has a plasma cannon integrated into his right arm that he may draw without using an action.Hyper Initiative. Protoman has advantage on Initiative checks.Hyper Mortality. Protoman has advantage on Death saves.Hyper Traits: Dexterous Footwork (+10 ft.), Dexterous Warrior (+2 ranged damage), Hyper Endurant (2 condition immunities)Hyper Trait: Hyper Fortitude (2/long rest). When Protoman fails a Constitution saving throw he may roll again with advantage.Hyper Trait: Hyper Vitality (1/short rest). When Protoman is reduced to 0 HP, he regains 10 hit points as a reaction.Hyperlink. Protoman is hyperlinked into his plasma cannon and its targeting matrix, granting him a +2 bonus to attack and damage. A hyperlinked weapon grants the wielder’s proficiency bonus to attack rolls with the firearm without requiring a bonus action to aim.Hyper Proficiency. Protoman’s bonus to weapons and other features (that are not skills or equipment) he is proficient with increases by 2.Recorder. Protoman possesses a photographic memory and is able to recall any memory in perfect detail without the need for a check. In addition, he is able to project a hand-sized image of something he has seen within 5 feet and play back audio recordings of events he has witnessed.Second-Story Work. When Protoman makes a running jump, the distance he covers increases by 5 feet.Second Wind (1/short rest). On his turn, Protoman can use a bonus action to regain 1d10+6 hit points.Sneak Attack 2d6 (1/turn). Protoman deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of his that isn’t incapacitated and he doesn’t have disadvantage on the attack roll.

ACTIONSMultiattack. Protoman attacks three times (and can autofire with a bonus action to attack with his plasma cannon again with disadvantage).Unarmed. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) bludgeoning damage.Plasma Cannon. Ranged Weapon Attack: +14 to hit, range 50/200, one target. Hit: 14 (2d6+7) force damage.Plasma Cannon (Overcharge all attacks for 1 round). Ranged Weapon Attack: +9 to hit, range 50/200, one target. Hit: 24 (2d6+17) force damage.Big Bang Strike. As an action, Protoman charges up his plasma cannon. At the end of the round he makes one ranged weapon attack (+9) against a target within 400 feet. On a successful hit, the target takes 70 (8d6+38) force damage. Regardless of whether or not the attack hits, Protoman takes 18 (6d4) damage.Feat: Sharpshooter. Protoman doesn’t have disadvantage when attacking at long range, and his ranged weapon attacks ignore half cover and three-quarters cover. In addition, before he makes an attack with a ranged weapon that he is proficient with, he can choose to take a -5 penalty to the attack roll. If the attack hits, he adds +10 to the attack’s damage.Improved Critical. Protoman’s weapon attacks score a critical hit on a roll of 19 or 20.

Saving Throws Dex +10, Int +10Skills Acrobatics +12, Athletics +12, Perception +6, Survival +6, Technology +6Damage Vulnerabilities lightningDamage Resistances poison, psychicCondition Immunities charmed, deafened, frightened, poisoned, radiation, stunnedSenses darkvision 60 ft., passive Perception 16Languages Binary, CommonChallenge 11 (7,200 XP)Action Surge (1/short rest). On his turn, Protoman can take an additional action on top of his regular action and a possible bonus action.Cunning Action. Protoman can take a bonus action on each of his turns in combat to take the Dash, Disengage, or Hide action, to make a Dexterity (Sleight of Hand) check, use his thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.Cybertech. Protoman has advantage on Strength checks using his arms.Feat: Mobile. When Protoman uses the Dash action, difficult terrain doesn’t cost him extra movement on that turn. When he makes a melee attack against a creature, he doesn’t provoke opportunity attacks from that creature for the rest of the turn, whether he hits or not.

Hypernaut Power: Variable Weapon System. Protoman may copy the weapon schematics of defeated constructs and androids, able to utilize a copied feature 6 times before running out of charges (for copied attacks, these are 1 round increments). To copy a defeated enemy’s weapon schematics, Protoman must spend an action and succeed on a DC 12 Hyper check (he has a +2 bonus). He may store up to 4 different copied features at a time, each with its own set of charges. Switching between weapons is a bonus action. Protoman regains expended charges after completing a long rest. Below are some examples of copied weapons (as a rule of thumb, a copied weapon should deal 1d6 per point of proficiency bonus for energy plus a condition effect, 1d8 per point of proficiency bonus for energy, or 2d6 per point of proficiency bonus for weapon damage):

Flame Blast. As an action, Protoman makes one ranged weapon attack (+9) against a target within 200 feet. On a successful hit, the target takes 34 (6d8+7) fire damage.

Ice Blast. As an action, Protoman makes one ranged weapon attack (+9) against a target within 200 feet. On a successful hit, the target takes 28 (6d6+7) cold damage and makes a DC 18 Constitution saving throw or is stunned for 1 round.

Leaf Shield. As a reaction, Protoman can create a shield of leaves that encircle him. These leaves have 12 hit points and any damage he would take before the end of his next turn is subtracted first from this pool of hit points.

Strong Throw. As an action, Protoman rips out a huge chunk of rock from the ground and makes one ranged weapon attack (+9) against a target within 100 feet. On a successful hit, the target takes 49 (12d6+7) bludgeoning damage.

Tornado Slide. As an action, Protoman moves his Speed. During this movement Protoman is able to travel through the squares of creatures as if they were not difficult terrain and he does not provoke opportunity attacks. Any creature in a square he travels through must make a DC 18 Strength saving throw. On a failure, a target takes 21 (6d6) bludgeoning damage and is flung up 20 feet away in a random direction and is knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or takes the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.

Hyper Initiative. Protoman has advantage on Initiative checks.Hyper Mortality. Protoman has advantage on Death saves.Hyper Fortitude (2/long rest). When Protoman fails a Constitution saving throw he may roll again with advantage.Hyper Vitality (1/short rest). When Protoman is reduced to 0 HP, he regains 10 hit points as a reaction.Second Wind (1/short rest). On his turn, Protoman can use a bonus action to regain 1d10+6 hit points.Sneak Attack 2d6 (1/turn). Protoman deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of his that isn’t incapacitated and he doesn’t have disadvantage on the attack roll.

ACTIONSMultiattack. Protoman attacks three times (and can autofire with a bonus action to attack with his plasma cannon again with disadvantage).Unarmed. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) bludgeoning damage.Plasma Cannon. Ranged Weapon Attack: +14 to hit, range 50/200, one target. Hit: 14 (2d6+7) force damage.Plasma Cannon (Overcharge all attacks for 1 round). Ranged Weapon Attack: +9 to hit, range 50/200, one target. Hit: 24 (2d6+17) force damage.Big Bang Strike. As an action, Protoman charges up his plasma cannon. At the end of the round he makes one ranged weapon attack (+9) against a target within 400 feet. On a successful hit, the target takes 70 (8d6+38) force damage. Regardless of whether or not the attack hits, Protoman takes 18 (6d4) damage.Feat: Sharpshooter. Protoman doesn’t have disadvantage when attacking at long range, and his ranged weapon attacks ignore half cover and three-quarters cover.Improved Critical. Protoman’s weapon attacks score a critical hit on a roll of 19 or 20.